His tooling is so far behind anything all other languages have that I would never bother to learn this language, because it was "for games."
If I wanted to make a game I would learn any engine using any number of language bindings.
His tooling is so far behind anything all other languages have that I would never bother to learn this language, because it was "for games."
If I wanted to make a game I would learn any engine using any number of language bindings.
There's a reason it's not released.
And it's great that you can just pick up an engine, but someone's gotta write that engine, and there's a reason triple a studios aren't using unity for major releases; you'll never get quite as good performance out of a general purpose engine as you would from a custom one.
They are, however, using Unreal Engine for tons of major releases.
Still, it's a very profitable game by a triple A company.
They basically had to use an established engine because they didn't have the budget to build their own.
And I asked myself why Hearthstone stresses my system so much. Now it's clear.
Jai allow this for array indexing AND it also allow the reverse: reinserting array checks even when there is an 'unsafe access' operation: this way even if you made a mistake in adding an 'unsafe access' operation it's easy to find where the error is (assuming the error is reproducible of course).